So removing all the points above is quality. Nice, keep the bar low, don't complain about streamlining then.
Daggerfall had literal level scalling for loot and enemies making the procedural generation for dungeons even worst as you wouldnt really find anything of value if you werent strong enough for that (in which you probably already have strong items you bought in stores anyways)
those elements were heavily criticized in later games but people seem to ignore it in daggerfall for some reason.
In regards to level scaling in particular:
There is a reason why this element does not bother people particularly much, and also why people don't really notice Level Scaling in Morrowind either: The answer to it is "existence of unscaled content".
When the game presents unscaled content that sets a minimum challenge level at certain locations that will annihilate you if you're low level, while other areas might "partially catch up" with level scaling, you set up a position where Level Scaling can exist and not really bother anyone or be particularly noticeable. The reason why it was incredibly egregious in Oblivion in particular was the double combo of:
1) Essentially complete absence of unscaled content - You can easily beat the game at the minimum level required for the main quest progress to trigger, and the more you do at a low level, the easier the game is. Even artifacts you get from quests are level-scaled.
2) Linear level equipment scaling omnipresently - Seen as bandits/marauders very obviously scaling up their equipment up to the point where they all carry around incredibly rare/expensive lore-wise ebony/glass/inaccessible-tier Daedric which removes any idea of value existing in these items